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Why Worldbuilding is Bad
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<blockquote data-quote="Lanefan" data-source="post: 7418381" data-attributes="member: 29398"><p>While I've used this same definition* forever for what represents an adventure I don't at all agree that there is an implication or suggestion or rule that there be no play outside these borders.</p><p></p><p>The "adventure" ends when they divide up treasure. Fine. But what do they spend their shares on; and where; and what do those who don't need training do while those who do need it do it; and how and when does the party decide what their next adventure will be; etc.</p><p></p><p>* - or close; as the end is when they get back to town and do treasury, I usually put the start as when they set out from town.</p><p></p><p>All that tells us is that the designers either a) hadn't considered non-dungeon adventuring at all yet when Basic was released; or more likely b) had considered it and were intentionally saving that part of the game for the next release.</p><p></p><p>I think what he's saying is that the lore tying Hobgoblins and Elves together forces one of two things to happen if you decide to use Hobgoblins in your game. Either:</p><p></p><p>1. You by default will also have Elves in your game world, as the lore states there is a known relationship between Hobs and Elves and thus the existence of one drags the other in by default; or</p><p>2. You have to specifically change the lore under "Hobgoblin" to remove the reference to Elves (and at your option put another species in their stead, or not).</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7418381, member: 29398"] While I've used this same definition* forever for what represents an adventure I don't at all agree that there is an implication or suggestion or rule that there be no play outside these borders. The "adventure" ends when they divide up treasure. Fine. But what do they spend their shares on; and where; and what do those who don't need training do while those who do need it do it; and how and when does the party decide what their next adventure will be; etc. * - or close; as the end is when they get back to town and do treasury, I usually put the start as when they set out from town. All that tells us is that the designers either a) hadn't considered non-dungeon adventuring at all yet when Basic was released; or more likely b) had considered it and were intentionally saving that part of the game for the next release. I think what he's saying is that the lore tying Hobgoblins and Elves together forces one of two things to happen if you decide to use Hobgoblins in your game. Either: 1. You by default will also have Elves in your game world, as the lore states there is a known relationship between Hobs and Elves and thus the existence of one drags the other in by default; or 2. You have to specifically change the lore under "Hobgoblin" to remove the reference to Elves (and at your option put another species in their stead, or not). Lanefan [/QUOTE]
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